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Laporkan kesalahan penerjemahan
I made a compatible music mod a while ago but didn't find my mod on the list! would you mind adding it?
@IceKubik if you open the game and start or continue a run and open your debug console do you see any messages mentioning soundtrack menu? it should say 'loaded with MMC' or 'loaded with Repentogon', if it says SM ERROR then the mod simply failed to load because it didn't detect either requirement which would explain why it's not in the menu
@Stratos_22 does the music get cut off until you change rooms or is it just going quiet for a couple seconds? not sure why this would be happening for you but I would guess the mod is missing or not finding the secret jingle sounds, try deleting the mod files? it might be a corruption
Currently the Antibirth soundtrack list uses the same music file for both secret room types and there's no Alt variant in the list either. I made it work on my end, but it will be gone next time the mod updates, so i hope that little bit of customization will be a thing here
@chenthegray If I had to guess I'd say you have continuous floor music enabled but something is interfering with the mod trying to play the room music over the floor music (or the mod is running with MMC rather than repentogon, but if that were the case the setting should automatically be disabled), are there any messages in your debug console? I would also check if you have any non-compatible music mods, if you aren't using repentogon you could also check if the last letter in the save data for the mod is F or T (change to F)
@suum doesn't do this to me, does this happen with multiple soundtracks? you might need to check that you don't have another mod that controls music, maybe check the debug console for any errors
@trappist did you try clicking on the red text? would help to know what text appears
Also, this mod causes a big red nonsense textbox to to cover a part of the screen.
What am I doing wrong? I installed all the dependencies.
Obviously, there's not much you could do for some of them, like Bum-bo, but Meat Boy should have more than enough music to make a 'full' playlist out of, for example, and you could use the music made for floors added by Genesis+ for some of the alt floors, like Septic for Dross and such.
I guess with a large enough number of soundtracks it could start to slow down the menu when it needs to do something that iterates through the list (e.g. defining a new shuffle order) but I can't imagine someone genuinely listening to that many soundtracks at once, so I don't really know what the recommended maximum would be (also it would depend on the users pc), other than just probably don't run the game with 100+ of them
Recently I've dumped jukebox because it was generating hundreds of lines in the log file and i'm trying to eliminate root causes for general bulk/bloat.
Is there a number of soundtracks that would be recommended as a maximum?
Another thing is that mini bosses just don't have any music anymore
with the second method the music name in the xml entry should include the soundtrack name to differentiate it from the regular music of the custom floor (mysoundtrack labtheme)
the stageAPI dont override list is just a single line
I'll update the discussion
I appreciate the answer, but me and another concerned party are not terribly familiar with Lua. It looks like it forgoes brackets, and uses "end" to indicate the end of an if statement or loop? Or is it like python and whitespace matters too?
So if for example we wanted to override the fiend folio track "LabTheme" in our Soundtrack using the second method, would our XML name just be "LabTheme", or "MyMod LabTheme"? Clearly using the first method, it would just be "LabTheme", but we would have to change our root or have a second <music> element, right? And I'm a little lost with the adding the music to stageAPIs "don't overrride" list as well.
better but more complicated way is to have an XML entry in your soundtrack for the music and then a bit of lua to add your music to the stageAPIs "dont override" list, and also some stuff similar to the "non-supported" discussion code you mentioned, basically check if A. you are in the specific custom floor, B. your soundtrack is currently selected, C. your music isn't already playing, and D. should your music be played (i.e. if its boss fight music check if you're in an uncleared boss room), then replace with your music.
I thought they were just asking if the soundtrack menu would work while in a modded floor.
(the stageAPI setting just sets whether the soundtrack menu or stageAPI has priority with the music)
So if someone is making a mod to use Soundtrack Menu, and wanted to use their own music for Fiend Folio, for instance. Would they add something to the music.XML,
IE <track name="myMod FiendFolioBossOverJingle" track="I Killed A Boss.ogg" loop="false" />
or would they have to do it with Lua via the non-supported track discussion?